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Plugin Approval Rules Discussion


  
 
 
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Downtown1
Veteran Member
Join Date: Mar 2004
Old 01-20-2010 , 13:52   Re: Plugin Approval Rules Discussion
Reply With Quote #25

Ok, so how about this:

Remove #1 requirement. Let users be dumb and use the plugin on TF2 if they want to

#3 relaxed so that plugins have some prefix in their CVARs?

For #4 it sounds like we should have a more thorough snippet with either CVAR stacks or CVAR ownership since it's a real problem that just won't go away if we ignore it long enough. If you guys know what plugins change CVARs and for how long, post here so we can think about this.

Same goes for #2, there is no easy way to disable a plugin on another gamemode (using a game mode config loader and adding 'sm plugins unload' is putting the onus on the user where the developer should've disabled his mode in the first place).

#5 plugins should cleanly unload (that includes resetting CVARs, but also removing any effects e.g. godmode on players you might've added), that's a given considering people unload plugins all the time in configs like confogl or cevo. Should be trivial with #2, since you would just disable yourself essentially the same way as in #2 in OnPluginStart.

#6 mp_gamemode cvar shouldn't be changed back and forth, should be another given since Zero brought up that it freezes the server for a few seconds.

Last edited by Downtown1; 01-20-2010 at 13:55.
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